Hi Everyone,
My current client is using UE4 and I am seeing the same issues as UE3 with seams when using symmetry. Letting unreal calculate normals and tangents fixes it- but I was under the impression most people were using a mikkspace normal maps and importing normals. Solutions? Are other people still seeing this?
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Are you making sure that the mesh has its overlapping UV offset when the normals are being baked? The only other common issue I've had where I've had to fix normals in UE4 is making sure there's a smoothing group split where I have UV seams. xNormal bakes in Mikkspace usually works as long as I follow those two rules.
I made a thread on Allegorithmic's site and they were stumped. I'm surprised more people haven't caught on to this issue yet.
This thread is old, and got bumped recently. I haven't tested this issue in about 6 months but assuming the behavior hasn't changed, there is some issue specific to meshes with symmetry. A few people suggested the cause might be UVs outside of the 0-1 space. At some point I will test it and report back if it solved the issue.